Devlog #2! Polishing in UI and Gameplay + new levels with a tutorial!


Devlog #2!

Welcome to my second Devlog! Just a reminder that this game is a fast-paced movement shooter platformer with multiple abilities and interactive level elements. Players aim to find the best combination of four abilities to navigate each level efficiently and improve their times for the leaderboards.

UI Polish

We've made significant improvements to our UI, including adding a settings menu where players can adjust various options. Additionally, we've revamped the binds menu and HUD to enhance its visual appeal and usability. From the Finish UI screen you can now go to next, replay current or go to previous level.

Level Selector

Biggest new feature added is Level Selector! allowing players to easily switch between levels from a menu. This menu also displays players' best times for each level. Implemented the first step of a star system. Gain stars for achieving certain time milestones and in the future update this system is supposed to unlock new levels.

New Levels!

Get ready to explore brand new levels with combined structured tutorial to help players familiarize themselves with the game mechanics. I am continually working on new level designs to provide engaging and varied experiences for players.

Gameplay Polish

We've made several gameplay enhancements, including adjustments to wall running mechanics for added challenge and making it look less silly (no 360 turning while wall running up anymore). Other improvements include adding visual indicators for grappling hook swings and enhancing sound effects for abilities. Plus many other smaller bug fixes and changes.

What's Coming Next?

In our next update, I am considering implementing a velocity preservation system inspired by Hot Lava, as well as introducing sliding mechanics to add further depth to gameplay. Additionally, I am continuing to conceptualize the graphical theme "Romepunk", which combines elements of Rome with industrial revolution aesthetics. The style is a big priority, as I want to start creating grounded levels. No floating platforms, please! And just get the idea what a finished level would look like. Previously everything has been just block out levels. So, you likely won’t see finalized levels but at least a better idea of the final version in the next version.

To give some idea:



       

Closing

My game is still in early development, and I welcome any feedback from players. Thank you for your time and support, and I look forward to sharing more updates with you soon! If you enjoyed this Devlog, don't forget to subscribe and leave a comment with your thoughts and suggestions. 

See you next time in JUNE!

Get Roman Legacy: Speed Trials

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